3. Frozen Blade (level 7, 12 SP)Conjures a temporary weapon made of ice - a sword, a spear, a mace, or an axe (all 25% chance, all 2d6). The weapon has a (skill level / 2)% chance of being a randart and a (skill level)% chance of being a double ego, otherwise it will be ego; ego attributes may NOT include "Flaming" or "Elemental".

I'll just say straight off that I'm not likely to want to put more work into porting Lua spells. I'm pretty close to having ported all the existing ones (at least the major bits of them, namely the actual spell effects) and I'm about ready to claw my eyes out .

I have written a little tool to help automate some of the most tedious bits, but it's still a pain.

As for the class: It looks kind of interesting; a sort of cold-based warrior type.

I think you're right that preventing Fire Immunity would basically make Mt. Doom (and perhaps some of the special levels too) impossible. Perhaps the cryomancer could have a spell which would let him turn any adjacent tiles into Ice tiles? That would make Mt. Doom much more difficult ("wasting" turns), but not completely impossible.

Hmm that's an interesting idea. Maybe it could be a short-range attack spell that, as a side effect, lays down ice around you. On the other hand ice is very problematic for low-level characters, they slip and slide and bang their heads on it. But I think fire vulnerability in the early to mid game would keep them from being too strong. As for late game, everyone in the late game has to be crazily powerful, what with the monster leveling.

And sorry the porting is proving to be such a pain. I'd try to help out, but I literally know nothing at all of C++.

Aaand done. Or so it seems. The updated spells3.cc file compiles fine, so the hardcoded end of things probably works; but I wasn't able to test for bugs in the edit and lua files, due to GCC choking on lua_bind.cc...

You may have just got the code at a bad commit; I do do full builds once in a while, but mostly it's incremental builds. I'm not sure how good CMake's generated makefiles are at detecting what needs to be rebuilt.

Oh, and yes: *Everything* spell related is going to be moved to C++ soon. I've just completed moving all the "info" functions. I think that's the last major hurdle to just moving everything else over in bulk. (But there are some extra things which might be a little tricky... sticks, for example.)

I'll push those changes now... they should at least compile and ToME should at least be semi-playable. There's some issue with spell descriptions in Theme, but I won't bother fixing it since all the spell-related stuff is basically just a load of hacks. I'll focus on getting moving the rest of the code... which would enable me to get rid of those hacks.

Hmm. Seeing as the spell costs are constant, I'm thinking I'll implement this in cmd7.c and tables.c, like Mindcraft and Necromancy. Not as "nice" as doing it like the schools, and more work for me, but this way it should be possible to pull it in without causing problems with the C++ port stuff.

If you want to try to minimise the "disruption", you might have a look at the sp_water.cc and sp_water.hpp files that have just been pushed to the cpp-porting branch.

Right now, only the "invoke()" and "short_info()" methods are actually used, but once I complete moving all the spells into a "spell" subclass, I'll rip out most of s_aux.lua and start using all the spell member functions/variables.

(Oh, and beware bugs... I'm trying to keep up momentum and not really doing much testing until I can replace the spell related stuff in s_aux.lua.)

Hmmf. Frozen Blade doesn't seem to be very useful. Maybe because the Ice Sword is too heavy, maybe because of the lack of intrinsic Vampirism as with Necromantic Teeth. It's thematically nice but I think I may remove it.

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